That said, like what everyone else said, there's no such thing as being the biggest skill 1v1 fighter game. All of them have their perks but really even if you do play multiple games voting for one is a mistake.
What is the biggest skill 1v1 fighter game? - Page 4
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Scooter
United States747 Posts
That said, like what everyone else said, there's no such thing as being the biggest skill 1v1 fighter game. All of them have their perks but really even if you do play multiple games voting for one is a mistake. | ||
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ZoW
United States3983 Posts
On January 30 2009 14:56 DBunny wrote: Lol, justin wong isn't ridiculous at every game he plays because he is a master at mvc2. He just has raw talent in the form of gaming, that is why he is able to excel at Mario Kart DS the first time he goes to a tournament for it and why he won a Wii from that box stacking game after he was done demolishing everyone at T9. And as for mvc2 being the hardest game, yes it requires very good reaction and it is fast paced but just because the combos are longer doesn't mean it requires more skill in execution. Pulling off consecutive kara palms is more difficult than most combos in mvc2. I would vote for 3S since skill to me is beyond just mastering timings and execution. I would say that playing someone who has such game presence that having him just crouch one character length away from you has you hesitating to attack since he will likely punish you hard in 3S is more impressive than someone who can combo you all day in mvc2. Very true, I've played 3rd strike for a little over a year and still can't kara for my life. But the point I was making is in a transitional aspect. The reaction speed required in MvC2 is a lot higher than other games, which makes for a smaller margin of error, and vice versa. IMO, MvC2 requires the most skill, 3rd strike comes in a close second. | ||
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kainzero
United States5211 Posts
VF is good but it gets really boring if you can't find anyone to play. imagine Starcraft but with no battle.net, just modem play, that's what's been killing the scene. it just doesn't have a good player base and VFDC doesn't seem as cool as SRK / Dustloop / TZ, etc. that, and the fact that it looks boring. in soul calibur, a brutal looking move can take off like, 5 damage but damn, it looks like it hurts. and there's no random explosions like tekken. hahah if this thread were on srk it'd be locked by 3 replies. guaranteed. | ||
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IrrasO
United States408 Posts
On January 30 2009 08:33 Sonu wrote: Super Smash Brothers Brawl. Intense, skill full. Fun this is so incorrect. even smash players think that brawl takes very little skill... | ||
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MCMcEmcee
United States1609 Posts
VF4:Evo/FT is another possibility, for similar reasons- need for good yomi, movement, spacing, defense, intelligent offense, execution... in a game where there really aren't any gimmicks left to exploit, and where execution is HARD but putting yourself in a position to do the craziest stuff is harder, and keeping the other guy from getting into that kind of position against you is even harder... and all of this in a fast paced game, where one guy can ride momentum to a fast win before you even know what happened. 3S doesn't even come close. On January 30 2009 17:21 IrrasO wrote: it's pretty obvious that melee is the greatest 1v1 fighter. you know you guys like the wombo combo video. that makes no sense, how can it be obvious that Melee is the best 1v1 fighter when the WOMBO COMBO is 2v1 combo that only happens when you have a major advantage in a 2v2 match. THAT AIN'T FALCO kainzero: You can't really reverse the argument of "Smash players don't play other fighting games" to say "fighting game players don't play Smash" because the point is many fighting game players play MORE THAN ONE fighting game. If you were to say "most fighting game players only play one game" then you'd have a solid point. I've played like 10+ fighting games competitively/in tournaments, which I think would give me a lot more insight into fighting games without needing to add Melee to my list of "games I would bother entering a tournament for." | ||
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PobTheCad
Australia893 Posts
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IrrasO
United States408 Posts
On January 30 2009 18:16 MCMcEmcee wrote: The question is kinda flawed since every fighting game emphasizes different skills... that said, the game that probably is the most demanding overall would probably be MvC2. VF4:Evo/FT is another possibility, for similar reasons- need for good yomi, movement, spacing, defense, intelligent offense, execution... in a game where there really aren't any gimmicks left to exploit, and where execution is HARD but putting yourself in a position to do the craziest stuff is harder, and keeping the other guy from getting into that kind of position against you is even harder... and all of this in a fast paced game, where one guy can ride momentum to a fast win before you even know what happened. 3S doesn't even come close. that makes no sense, how can it be obvious that Melee is the best 1v1 fighter when the WOMBO COMBO is 2v1 combo that only happens when you have a major advantage in a 2v2 match. THAT AIN'T FALCO kainzero: You can't really reverse the argument of "Smash players don't play other fighting games" to say "fighting game players don't play Smash" because the point is many fighting game players play MORE THAN ONE fighting game. If you were to say "most fighting game players only play one game" then you'd have a solid point. I've played like 10+ fighting games competitively/in tournaments, which I think would give me a lot more insight into fighting games without needing to add Melee to my list of "games I would bother entering a tournament for." the good thing about smash is that it works as both a 1v1 and 2v2 game. i would have said that it's so obvious that melee is the best and make a reference to something like the mango combo or zelgadis special, but i doubt more than just a handful of the people on teamliquid knows what that is. however, having chill talk about the wombo combo on his teamliquid attack stream, i would assume that everyone has heard and loves that. considering the competition out there for the melee scene, and the fact that only the top three get paid, i doubt you would ever choose to "bother entering" a melee tourney. without a doubt, you'd get wrecked. no johns. | ||
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SoMuchBetter
Australia10606 Posts
On January 30 2009 22:08 IrrasO wrote: considering the competition out there for the melee scene, and the fact that only the top three get paid, i doubt you would ever choose to "bother entering" a melee tourney. without a doubt, you'd get wrecked. no johns. heaps of people enter tournaments they have no chance in hell at winning. just look at the WCGs, starleagues, etc, etc. estro and ace are never going to win the proleague, should they call it quits and disband? | ||
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Puosu
6992 Posts
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kainzero
United States5211 Posts
On January 30 2009 18:16 MCMcEmcee wrote: kainzero: You can't really reverse the argument of "Smash players don't play other fighting games" to say "fighting game players don't play Smash" because the point is many fighting game players play MORE THAN ONE fighting game. If you were to say "most fighting game players only play one game" then you'd have a solid point. I've played like 10+ fighting games competitively/in tournaments, which I think would give me a lot more insight into fighting games without needing to add Melee to my list of "games I would bother entering a tournament for." i've bounced around with all the different scenes, soul calibur, tekken, 3s, cvs2, gg, blah blah blah i'm still surprised at how they treat other games. in general you'll find a lot of people who can't bring or identify skills in from one game to the other. some people think soul calibur is a memorization, combo-heavy game when it's really a game of outpoking and mixups. some people think high level in 3S is parrying everything (which certainly never happens). and these aren't scrubs at their respective games, these are decent mid-level players. | ||
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ChoboCop
United States954 Posts
Dead or Alive is the best fighting game ever. Every Punch < Counter < Hold < Punch | ||
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Scooter
United States747 Posts
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m!st
Australia95 Posts
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[X]Ken_D
United States4650 Posts
Yeah, that's right biatches! | ||
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dekuschrub
United States2069 Posts
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Manit0u
Poland17544 Posts
======================= A.General Move Commands **************** ======================= *II.MOVE COMMANDS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Standing Dash/Instant Stand =========================== f, f or b, b Dashes can be guard-cancelled. They are also useful to make your character instantly stand; to do any attacks that need to be started from the "FS" position from a "FC" position, simply buffer in the dash right before doing the command. Dashes can be cancelled with anything. Crouch Dash =========== (abbreviated CD) d/f, d, D/F or d/b, d, D/B(the "d" part is optional; d/f, N, D/F or d/b, N, D/B also works) A dash where the character is considered crouching and ends crouching. 3 major pluses to CDing in VF4 are that backwards CDing is possible, CDs can now be done in the crouching position, and that CDing is much easier; you don't need to hold the 2nd diagonal input to get a CD; 2 directional taps will be fine. Learning to execute your "FC" moves by first doing a CD and then immediately buffering the move enables you to execute the moves faster than actually holding down to fully crouch; crucial for Akira, since he has excellant FC moves. In addition, CDing can be useful for ducking high attacks while advancing/retreating. CDs can be cancelling into almost anything(much like the dash). Run === f, F If you are farther than 3/4 of a dash, holding the 2nd forward will cause your character to run until you let go of the F, or press guard. No more running away anymore in VF4. 8-Way Walk ========== (abbreviated ARM for All Range Movement) B/F, then hold joystick in any direction If you hold back/forward, your character will begin to inch forward/backward. If you hold the joystick in any direction, your character will walk in that direction, so now it is possible to walk in/out of the screen for positioning; possible mind games can result from this, and then MC dodging their attack. Escaping Throws =============== To escape a standing frontal throw: tap (last directional input of opponent's throw)+P+G in no more than 10 frames after the throw connects To escape a low frontal/side throw: tap (last directional input of opponent's throw)+P+K+G in no more than 10 frames after the throw connects To escape a standing side throw: tap (left/right, depending on which side the opponent is throwing you)+P+G in no more than 10 frames after the throw connects Learn option select to make escaping throws much easier, especially since in VF4 it is much easier to counter with a throw now. Guard Canceling =============== G during move initiation Why you should use this is best taught by example; you want to do a punch, then an elbow; if you tried P,f+P, the computer would think you were going for the PP combo as Akira. So you'd have to delay some time before doing the elbow, which could cost you. But now, you can do P,G,f+P all in one smooth motion and you won't have to worry about this anymore. Guard Buffering =============== Hold G while inputting commands, release G for the last command Another example why to use this; you want to do Akira's super dashing elbow, however you know the command is f,f,f+P; anyone who's looking carefully will see Akira twitch forward, and be ready for this. By holding G, tapping f,f, releasing G, then doing f+P, the opponent will only see you guard, then come right out with a super dashing elbow, thus, your moves are harder to read. Hop === u,hold P or u,hold K (the up direction can be any up direction) There is no more high jumping in VF. Hopping is still risky though, so don't go for it a lot. Dodge ===== (abbreviated E for evade, MC E for an evade done during an attack, or MC dodge) u(or d),N (any up or down direction will be fine) No more Korean Step maneuvers, the normal dodge's distance, execution, speed, and recovery are all toned down, plus the opponent tracks you during the E. Useful for positioning though(with discretion). The dodge is still useful though; by executing it like a reversal(right when an attack's about to hit) ie MC dodge, you'll get the VF3 dodge with a special sound effect, which has much better speed and distance(and then you'll get a good chance to punish your opponent while he/she is recovering from their attack). Dodges can be cancelled into forward CDs and some attacks. However opponents can be thrown out of a dodge. Getting up ========== Once knocked down, -tap P to stand up faster -tap u to kip up -tap u+G to side-roll into the screen -tap d+G to side-roll out of the screen -tap b+G to back-roll -tap K or d+K repeatedly during any of that to execute a rising kick or sweep Rollers are vulnerable to low/mid attacks during the roll. Kippers are slightly vulnerable to anything that would hit a standing opponent just as they are almost fully recovered. Both are vulnerable to ground attacks, given that the attack has enough hit detection and is in the proper range to tag the rising opponent. If an attack does more than 20 pts and hits at the exact same time as the rising attack, it can beat it out. If you're more interested about Akira's rising attacks, look up GLC's general FAQ. To get up just when you touch the ground -tap P+K+G just as you touch the ground to immediately kip(abbreviated QR as a quick rise) -tap d+P+K+G just as you touch the ground to immediately side-roll out of the screen(abbreviated TR as a tech roll) -tap u+P+K+G just as you touch the ground to immediately side-roll into the screen(abbreviated TR as a tech roll) QR/TR reduces damage that can be dealt in combos and throws. Throws that give out some of their damage when the opponent touches the ground can be QR/TR'd to reduce damage. Attacks that hit OTB(on the bounce) can be QR/TR'd to avoid getting hit by them. QR/TRing every knockdown isn't the end-all solution though; some attacks are circular middle/low levelled attacks that can hit opponents who QR/TR when their opponents recover too soon. In addition, sometimes those middle attacks can cause backstaggers or back-turned crumbles. uk-guy's notes on QR/TRing: "It is possible to TR/QR and take damage or no damage depending on timing. Some moves (usally certain grabs) will allow you to QR/TR but to do the 'just break fall' you have to time a TR/QR just as you hit the ground to take NO FURTHER damage. If you do not time QR/TR on the exact frame of ground hit you will still QR/TR, but you may still take a little damage." Just look at escaping throws... We're talking here about the game that runs at a whooping 60fps... | ||
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H
New Zealand6138 Posts
On February 10 2009 16:21 [X]Ken_D wrote: http://www.youtube.com/watch?v=KS7hkwbKmBM Yeah, that's right biatches! that's it, I'm convinced Third Strike is the most skilful fighting game. | ||
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EpiK
Korea (South)5757 Posts
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meegrean
Thailand7699 Posts
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Manit0u
Poland17544 Posts
I see you react better to visual presentations ![]() | ||
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